Hangout Highlights – Implementing Levels In Games

Last week on Corona Geek Hangout 156, we continued our “Using Gravity In Games Series”. Ed Maurina showed us how to implement levels into our game. With even a simple understanding of the level file, you can create hundreds of completely custom levels using the concepts discussed. Here are clips from the hangout, along with a link to download the code.

Corona Geek #156 – Using Gravity In Games – Part 3, Adding Blocks, Spikes, Coins, and Monsters

Today we covered part three of our “Using Gravity In Games” game development series with a look at level building. We looked at code for positioning platforms, spikes, coins, and monsters. We looked at how to dynamically center the camera on the player’s starting position. Finally, we discussed the benefits of making code reusable and adding the ability to turn features on and off during play testing. Download the updated source code for a full look at how the game works.

Corona Geek #155 – 3D Printed Game Pieces and Using Gravity In Games – Part 2

Today, we talked with special guest Todd Porter, CEO of BoardCraft about creating 3D printed game pieces. We also continued our gravity game discussion with a look at how to set up our world using layers, how to enable multitouch, and how to capture key inputs on Windows and OS X. The project code and graphics have been updated since last week, so be sure to download the updated source code.

Hangout Highlights – Social Sharing Using The Facebook Plugin

Last week on Corona Geek Hangout 152, Ed Maurina took us through the basics of social media integration using the Facebook plugin. We looked at logging in, requesting Facebook permissions, and posting updates to the user’s timeline. We also discussed briefly, how to create a Facebook app with a highlight on the differences between website […]

Corona Geek #153 – Custom Shader Math and 2D Shadow Effects

Today, Steven Johnson of led us through part 4 of our ongoing discussion on creating custom shader effects. During the Hangout Steven highlighted some of the exponential numerical issues surrounding shader math. We looked at a few visual representations of these “numerical issues” and talked about how to overcome hardware limitations to achieve device level precision.